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authorMike Erwin <significant.bit@gmail.com>2017-04-13 01:55:32 +0300
committerMike Erwin <significant.bit@gmail.com>2017-04-13 08:07:51 +0300
commitb02786ae6be71d3b7581b672b7896005f68c8b63 (patch)
tree15e094e9d7f9b3d442f07f76e3dd048ba8a1ecd4 /source/blender/gpu/intern/gpu_immediate.c
parent6bfb9b7b5f164b303433d729d1cbe38f1ba44366 (diff)
Gawain: use ShaderInterface to manage uniforms
This eliminates tons of glGetUniformLocation calls from the drawing loop. Vast majority of code can keep making the same function calls. They're just faster now! - Batch_Uniform* - immUniform* - gpuBindMatrices - and others
Diffstat (limited to 'source/blender/gpu/intern/gpu_immediate.c')
-rw-r--r--source/blender/gpu/intern/gpu_immediate.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/gpu/intern/gpu_immediate.c b/source/blender/gpu/intern/gpu_immediate.c
index 34d32be15ed..5f22b7f9279 100644
--- a/source/blender/gpu/intern/gpu_immediate.c
+++ b/source/blender/gpu/intern/gpu_immediate.c
@@ -35,7 +35,7 @@
void immBindBuiltinProgram(GPUBuiltinShader shader_id)
{
GPUShader *shader = GPU_shader_get_builtin_shader(shader_id);
- immBindProgram(shader->program);
+ immBindProgram(shader->program, shader->interface);
}
void immUniformThemeColor(int color_id)